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VR: Sakura
Building Virtual World Round 2, CMU ETC, Fall 2021
Tags: VR, Exploration, Zen
Goal: Indirect control & naive guests
Platform: Unity 3D, Quest 2
Role: Designer & Programmer
Time: 2 weeks
Team: 5
Responsibility:
Iterate level design and related C# coding
Floating, Vortex of stones, etc.
In-game Post-Effect & Visual Changes
Sakura is a VR game about flying & Zen experience.
Sakura, also named Cherry Blossom, which means the time of renewal.
I am responsible for level design, the player's avatar, and indirect control for the player.
Designer part responsibility:

Player
Sound feedback and visual feedback (Disappearing of purple stone, new particles around the player). After collecting the stone, give the player positive feedback, and let the player/guest know his/her goal in this game.

Indirect Control
A keep-spinning shiny stone with a contrasting color in this world. It just stands ahead of the guest at the beginning, waiting for the guest to collect.



During the process of the player going through different islands, there will be more and more floating stones around the island as obstacles to the player.
Some are just floating up and down at first, later these obstacles will start orbiting around the Island to be more dynamic and dangerous.
Level



Iteration

Level Design kept iterating after playtesting. We invited naive guest who has no experience in VR and games to playtest our game. Our original plan is to create a spiral-shape layout of small islands, lead the player go to the final big island, and find out it is actually above the player's start point.
But 66% of our naive guests pointed out that they are not satisfied with turning back in this VR & flying world. So I changed the level to a more linear way and be more friendly to the naive guests.
Naive Guests: People who are not typical players, not familiar with game, controller, VR, etc.
